过了一段时间,音频音高变得更清晰,然后只发出一些注释,这使我认为问题在于我填充缓冲区的方式
int AudioThreadProc(AUDIOSTRUCT* audio) {
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST);
HANDLE buffReady = CreateEvent(0, 0, 1, 0);
audio->client->lpVtbl->SetEventHandle(audio->client, buffReady);
unsigned int soundBuffSize;
audio->client->lpVtbl->GetBufferSize(audio->client, &soundBuffSize);
audio->client->lpVtbl->Start(audio.client);
static float time = 0;
float dtime = 1 / (float)44100;
for (;;) {
WaitForSingleObject(buffReady, INFINITE);
unsigned int soundFrames;
audio->client->lpVtbl->GetCurrentPadding(audio->client, &soundFrames);
unsigned int FramesToFill = soundBuffSize - soundFrames;
unsigned short int* soundBuff;
audio->render->lpVtbl->GetBuffer(audio.render, FramesToFill, &soundBuff);
for (unsigned int i = 0; i < FramesToFill; i++) {
unsigned short int soundWave = audio->callback(time);
time += dtime;
*soundBuff++ = soundWave;
*soundBuff++ = soundWave;
}
audio->render->lpVtbl->ReleaseBuffer(audio.render, FramesToFill, 0);
}
return 0;
}回调函数是唯一的正弦波发生器。
float callback(float time){
returns sin(pitch * PI2 * time) * 0xFFFF;
}
//...
audio.callback = callback;发布于 2020-05-01 04:59:26
我认为这里的答案几乎相当于我几年前给出的this answer。随着time的上升,计算pitch*2π*time的浮点精度下降。调整您的代码,使time重置回零或is,并在完成完整的数据波后从零抵消。
就像这样:
time += dtime;
if (time > 1.0) {
time -= 1.0;
}此外,调用每个示例的函数调用的总开销也可能是一个问题。将callback转换为宏。你不会后悔的。
https://stackoverflow.com/questions/61536861
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